Thanks, I've downloaded the new Beta 10 version of the mod and will give the Irq another shot with it since I'd like to win with them first before moving to my next civ introduced in vanilla that I haven't played since then.
It is difficult to know what is going on by a screen shot. I really need save games 50, 20, 10 and 0 turns before 132.
How many cities do they have and what is there happiness situation? If they have expanded they may have their workers allocated elsewhere.
Are you sure that the info you are seeing from world-view is up to date?
BuffedAI for me is basically a life support system for an AI that I consider almost terminally ill. I stand in admiration for the sheer brute force determination the developers had at Firaxis, to get the AI playable. Total blood sweat and tears working around a flawed design that was probably forced on them by limitations in budget.
The AI code is a hack, because it is just an evolution of already bad design from previous games.....yet it does its job, barely. Anyone coming from the outside looking at the AI code in this game, most walk away shaking their heads.
////////////////////////////////////
// MODIFY WAR BASED ON HUMAN DIFFICULTY LEVEL
////////////////////////////////////
if(GET_PLAYER(ePlayer).isHuman())
{
HandicapTypes eHandicap = GET_PLAYER(ePlayer).getHandicapType();
int iWarMod = 100;
CvHandicapInfo* pHandicap = GC.getHandicapInfo(eHandicap);
if(pHandicap)
iWarMod = pHandicap->getAIDeclareWarProb();
viApproachWeights[MAJOR_CIV_APPROACH_WAR] *= iWarMod;
viApproachWeights[MAJOR_CIV_APPROACH_WAR] /= 100;
viApproachWeights[MAJOR_CIV_APPROACH_DECEPTIVE] *= iWarMod;
viApproachWeights[MAJOR_CIV_APPROACH_DECEPTIVE] /= 100;
}
It could be a junior developer. They wouldn't even have to release official patches. They could release unofficial company patches that we the players could choose to opt-in on (Steam has that ability). We could work with that junior developer and that developer would get in-house experience. Win-win for everybody. Whatever.
The problem with the AI code is that it is not properly object oriented. It is very old technology and most developers would not be interested because if they were to work on this old technology, their jobs would be obsolete. The style of the AI design is still the same style of approach that was being used in the 20th century. Huge long non-object oriented functions that are bloated and that do too many different tasks. An absolute birds nest of dependencies, one piece of code to another. Towards the end, I can see where they have tried to convert over to a better object-oriented design (CvOperation) but it is tacked on. They have also done a hack of the multi-processor approach as well! In Stardock, they have moved over to an approach where each AI is working on an independent processor.
They don't even get the tech funnel buff! So they should already be weakened relative to a major AI.
Having the best endgame I've ever played in Civ5. It has taken me four years to say that. The endgame is edgy, competitive, interesting.
Thanks for the tip on CS technology, something to keep an eye on.
I wonder what happens to your game when you hit the endgame. Your tech situation particularly. If the immortal passive buffs are significant, it will turn off the adaptive buff. That will leave the tech funnel buff, but that could turn off if the other AIs become unhappy.
Fingers crossed you get an enjoyable endgame like me.